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View Full Version : Truenamer feat: Truespeak specialization



taltamir
2009-09-14, 03:52 PM
Feat: Truespeak specialization. Given to all truenamers at level 1. Triples the max per level skillpoint cap of their truespeak ability...

What do you think? Although, obviously the class needs a complete rewrite... think this is at any way practical?

Demons_eye
2009-09-14, 03:56 PM
You still would need a hell lot of skill points.

Jalor
2009-09-14, 04:02 PM
There are no other useful skills on their list (without Knowledge Devotion) and they need Intelligence IIRC.

taltamir
2009-09-14, 04:10 PM
There are no other useful skills on their list (without Knowledge Devotion) and they need Intelligence IIRC.

normally, increase is 1 skillpoint per level; meaning that your skill increases by 1xCL per level. Truespeak checks increase by 2xCL. 2+5 int (later +6 or +7 or more), +1 from human = 8+ skillpoints per level.
This means that instead of putting ONE of their 8 skill points into truespeak and 7 into knowledge. They put 3 into truespeak and 5 into knowledge and craft. In fact they can even play a non human and forgo that +1... or have a lower into bonus.

their skill level increases by 3xCL while the DC to cast increases by 2xCL.

Heck if you want to make them REALLY interesting, allow them to have a spell active on more than one target at once, AND allow them to put as many points as they WANT into truespeak. :)

Person_Man
2009-09-14, 04:19 PM
People try and screw around with Truespeak on a weekly basis, including several good complete re-writes. My feeling is that you should just make them all Invocations with a recharge delay. Most of them are weaker then spells anyway.

Starbuck_II
2009-09-14, 04:20 PM
People try and screw around with Truespeak on a weekly basis, including several good complete re-writes. My feeling is that you should just make them all Invocations with a recharge delay. Most of them are weaker then spells anyway.

So you can't reuse it for 5 rounds type? No more true speak? But what about the True naming spells?

PId6
2009-09-14, 04:23 PM
People try and screw around with Truespeak on a weekly basis, including several good complete re-writes. My feeling is that you should just make them all Invocations with a recharge delay. Most of them are weaker then spells anyway.
Conjunctive. Gate.



Oh wait, you said most. Never mind. *Slinks way*

taltamir
2009-09-14, 05:50 PM
well, to be honest... if you like the feel I think you should just say "wizards simply use truenames to cast spells, there is no such class as a true-suckmaster"

The point here was really to see, as an experiment, if one tiny single sentence change can make most pathetic class that I know of, and make it useful.

Foryn Gilnith
2009-09-14, 05:59 PM
With the current wording, a Truenamer has a skill cap of 3*level + 9 ranks. *shrug*

The first idea I had was a Truespeak exemplar. Truespeaker 3/Exemplar 5. Nice, simple diplomancer type; hits DC 50 or so with Skill Mastery. Blown out of the water by a proper diplomancer, though.

Kallisti
2009-09-14, 06:03 PM
That could work, maybe. But there's always:

this (http://www.giantitp.com/forums/showthread.php?t=120488), or this (http://www.giantitp.com/forums/showthread.php?t=90961).

taltamir
2009-09-14, 06:09 PM
That could work, maybe. But there's always:

this (http://www.giantitp.com/forums/showthread.php?t=120488), or this (http://www.giantitp.com/forums/showthread.php?t=90961).

those are nice, I have actually seen them before posting this thread and I actually like them. (as a matter of fact, my first exposure ever to truename WAS from the first one you linked).

This was intended as more of an experiment than an actual fixing. Even if this fix made them viable power wise, they still totally suck as a character to play without a total rewrite. (you can be powerful and still suck)